Many potential applications of artificial intelligence involve making real-time decisions in physical systems while interacting with humans. Automobile racing represents an extreme example of these conditions; drivers must execute complex tactical manoeuvres to pass or block opponents while operating their vehicles at their traction limits1. Racing simulations, such as the PlayStation game Gran Turismo, faithfully reproduce the non-linear control challenges of real race cars while also encapsulating the complex multi-agent interactions. Here we describe how we trained agents for Gran Turismo that can compete with the world's best e-sports drivers. We combine state-of-the-art, model-free, deep reinforcement learning algorithms with mixed-scenario training to learn an integrated control policy that combines exceptional speed with impressive tactics. In addition, we construct a reward function that enables the agent to be competitive while adhering to racing's important, but under-specified, sportsmanship rules. We demonstrate the capabilities of our agent, Gran Turismo Sophy, by winning a head-to-head competition against four of the world's best Gran Turismo drivers. By describing how we trained championship-level racers, we demonstrate the possibilities and challenges of using these techniques to control complex dynamical systems in domains where agents must respect imprecisely defined human norms.
Designing reinforcement learning (RL) agents is typically a difficult process that requires numerous design iterations. Learning can fail for a multitude of reasons, and standard RL methods provide too few tools to provide insight into the exact cause. In this paper, we show how to integrate value decomposition into a broad class of actor-critic algorithms and use it to assist in the iterative agent-design process. Value decomposition separates a reward function into distinct components and learns value estimates for each. These value estimates provide insight into an agent's learning and decision-making process and enable new training methods to mitigate common problems. As a demonstration, we introduce SAC-D, a variant of soft actor-critic (SAC) adapted for value decomposition. SAC-D maintains similar performance to SAC, while learning a larger set of value predictions. We also introduce decomposition-based tools that exploit this information, including a new reward influence metric, which measures each reward component's effect on agent decision-making. Using these tools, we provide several demonstrations of decomposition's use in identifying and addressing problems in the design of both environments and agents. Value decomposition is broadly applicable and easy to incorporate into existing algorithms and workflows, making it a powerful tool in an RL practitioner's toolbox.
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It has been recently demonstrated that Temporal Convolution Networks (TCNs) provide state-of-the-art results in many problem domains where the input data is a time-series. TCNs typically incorporate information from a long history of inputs (the receptive field) into a single output using many convolution layers. Real-time inference using a trained TCN can be challenging on devices with limited compute and memory, especially if the receptive field is large. This paper introduces the RT-TCN algorithm that reuses the output of prior convolution operations to minimize the computational requirements and persistent memory footprint of a TCN during real-time inference. We also show that when a TCN is trained using time slices of the input time-series, it can be executed in real-time continually using RT-TCN. In addition, we provide TCN architecture guidelines that ensure that real-time inference can be performed within memory and computational constraints.
Temporal abstraction is a key requirement for agents making decisions over long time horizons—a fundamental challenge in reinforcement learning. There are many reasons why value estimates at multiple timescales might be useful; recent work has shown that value estimates at different time scales can be the basis for creating more advanced discounting functions and for driving representation learning. Further, predictions at many different timescales serve to broaden an agent's model of its environment. One predictive approach of interest within an online learning setting is general value function (GVFs), which represent models of an agent's world as a collection of predictive questions each defined by a policy, a signal to be predicted, and a prediction timescale. In this paper we present Γ-nets, a method for generalizing value function estimation over timescale, allowing a given GVF to be trained and queried for arbitrary timescales so as to greatly increase the predictive ability and scalability of a GVF-based model. The key to our approach is to use timescale as one of the value estimator's inputs. As a result, the prediction target for any timescale is available at every timestep and we are free to train on any number of timescales. We first provide two demonstrations by 1) predicting a square wave and 2) predicting sensorimotor signals on a robot arm using a linear function approximator. Next, we empirically evaluate Γ-nets in the deep reinforcement learning setting using policy evaluation on a set of Atari video games. Our results show that Γ-nets can be effective for predicting arbitrary timescales, with only a small cost in accuracy as compared to learning estimators for fixed timescales. Γ-nets provide a method for accurately and compactly making predictions at many timescales without requiring a priori knowledge of the task, making it a valuable contribution to ongoing work on model-based planning, representation learning, and lifelong learning algorithms.
This paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner's current policy. We present empirical results that show this assumption to be false— whether human trainers give a positive or negative feedback for a decision is influenced by the learner's current policy. Based on this insight, we introduce Convergent Actor-Critic by Humans (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot.
Inverse Reinforcement Learning (IRL) is used to teach behaviors to agents, by having them learn a reward function from example trajectories. The underlying assumption is usually that these trajectories represent optimal behavior. However, it is not always possible for a user to provide examples of optimal trajectories. This problem has been tackled previously by labeling trajectories with a score that indicates bad, as well as good, behaviors. In this work, we formalize the IRL problem in a generalized framework that allows for learning from good and bad demonstrations, and everything in between. In our framework, users can score entire trajectories (as usual) as well as particular state-action pairs. This additional control allows the agent to learn preferred behaviors from a relatively small number of trajectories. We expect this framework to be especially useful in robotics domains, where the user can collect fewer trajectories at the cost of labeling bad state-action pairs, which might be easier than maneuvering a robot to collect additional (entire) trajectories.
Existing machine-learning work has shown that algorithms can benefit from curricula---learning first on simple examples before moving to more difficult examples. While most existing work on curriculum learning focuses on developing automatic methods to iteratively select training examples with increasing difficulty tailored to the current ability of the learner, relatively little attention has been paid to the ways in which humans design curricula. We argue that a better understanding of the human-designed curricula could give us insights into the development of new machine-learning algorithms and interfaces that can better accommodate machine- or human-created curricula. Our work addresses this emerging and vital area empirically, taking an important step to characterize the nature of human-designed curricula relative to the space of possible curricula and the performance benefits that may (or may not) occur.
In the supplementary material we describe the AMDPs at each level of the hierarchy within Taxi (Dieterrich 2000) and Cleanup World problems (MacGlashan et al. 2015). We outline all the objects present in the states and their attributes as per the OOMDP formulation (Diuk, Cohen, and Littman 2008); the actions available in the AMDP; the assumed transition function; reward functions; set of terminating states and state projection for the hierarchies. When describing the states, each object present within the state is listed, along with their attributes and possible values that the attributes can take. All projections are done from the environment to the current level mentioned.
We propose a new task-specification language for Markov decision processes that is designed to be an improvement over reward functions by being environment independent. The language is a variant of Linear Temporal Logic (LTL) that is extended to probabilistic specifications in a way that permits approximations to be learned in finite time. We provide several small environments that demonstrate the advantages of our geometric LTL (GLTL) language and illustrate how it can be used to specify standard reinforcement-learning tasks straightforwardly.
The Deep Q-Network proposed by Mnih et al. [2015] has become a benchmark and building point for much deep reinforcement learning research. However, replicating results for complex systems is often challenging since original scientific publications are not always able to describe in detail every important parameter setting and software engineering solution. In this paper, we present results from our work reproducing the results of the DQN paper. We highlight key areas in the implementation that were not covered in great detail in the original paper to make it easier for researchers to replicate these results, including termination conditions and gradient descent algorithms. Finally, we discuss methods for improving the computational performance and provide our own implementation that is designed to work with a range of domains, and not just the original Arcade Learning Environment [Bellemare et al., 2013].
Natural selection designs some social behaviors to depend on flexible learning processes, whereas others are relatively rigid or reflexive. What determines the balance between these two approaches? We offer a detailed case study in the context of a two-player game with antisocial behavior and retaliatory punishment. We show that each player in this game-a "thief" and a "victim"-must balance two competing strategic interests. Flexibility is valuable because it allows adaptive differentiation in the face of diverse opponents. However, it is also risky because, in competitive games, it can produce systematically suboptimal behaviors. Using a combination of evolutionary analysis, reinforcement learning simulations, and behavioral experimentation, we show that the resolution to this tension-and the adaptation of social behavior in this game-hinges on the game's learning dynamics. Our findings clarify punishment's adaptive basis, offer a case study of the evolution of social preferences, and highlight an important connection between natural selection and learning in the resolution of social conflicts.
Humans often attempt to influence one another’s behavior using rewards and punishments. How does this work? Psychologists have often assumed that “evaluative feedback” influences behavior via standard learning mechanisms that learn from environmental contingencies. On this view, teaching with evaluative feedback involves leveraging learning systems designed to maximize an organism’s positive outcomes. Yet, despite its parsimony, programs of research predicated on this assumption, such as ones in developmental psychology, animal behavior, and human-robot interaction, have had limited success. We offer an explanation by analyzing the logic of evaluative feedback and show that specialized learning mechanisms are uniquely favored in the case of evaluative feedback from a social partner. Specifically, evaluative feedback works best when it is treated as communicating information about the value of an action rather than as a form of reward to be maximized. This account suggests that human learning from evaluative feedback depends on inferences about communicative intent, goals and other mental states—much like learning from other sources, such as demonstration, observation and instruction. Because these abilities are especially developed in humans, the present account also explains why evaluative feedback is far more widespread in humans than non-human animals.
Robots acting in human-scale environments must plan under uncertainty in large state–action spaces and face constantly changing reward functions as requirements and goals change. Planning under uncertainty in large state–action spaces requires hierarchical abstraction for efficient computation. We introduce a new hierarchical planning framework called Abstract Markov Decision Processes (AMDPs) that can plan in a fraction of the time needed for complex decision making in ordinary MDPs. AMDPs provide abstract states, actions, and transition dynamics in multiple layers above a base-level “flat” MDP. AMDPs decompose problems into a series of subtasks with both local reward and local transition functions used to create policies for subtasks. The resulting hierarchical planning method is independently optimal at each level of abstraction, and is recursively optimal when the local reward and transition functions are correct. We present empirical results showing significantly improved planning speed, while maintaining solution quality, in the Taxi domain and in a mobile-manipulation robotics problem. Furthermore, our approach allows specification of a decision-making model for a mobile-manipulation problem on a Turtlebot, spanning from low-level control actions operating on continuous variables all the way up through high-level object manipulation tasks.
Background Computer-delivered interventions have been shown to be effective in reducing alcohol consumption in heavy drinking college students. However, these computer-delivered interventions rely on mouse, keyboard, or touchscreen responses for interactions between the users and the computer-delivered intervention. The principles of motivational interviewing suggest that in-person interventions may be effective, in part, because they encourage individuals to think through and speak aloud their motivations for changing a health behavior, which current computer-delivered interventions do not allow. Objective The objective of this study was to take the initial steps toward development of a voice-based computer-delivered intervention that can ask open-ended questions and respond appropriately to users’ verbal responses, more closely mirroring a human-delivered motivational intervention. Methods We developed (1) a voice-based computer-delivered intervention that was run by a human controller and that allowed participants to speak their responses to scripted prompts delivered by speech generation software and (2) a text-based computer-delivered intervention that relied on the mouse, keyboard, and computer screen for all interactions. We randomized 60 heavy drinking college students to interact with the voice-based computer-delivered intervention and 30 to interact with the text-based computer-delivered intervention and compared their ratings of the systems as well as their motivation to change drinking and their drinking behavior at 1-month follow-up. Results Participants reported that the voice-based computer-delivered intervention engaged positively with them in the session and delivered content in a manner consistent with motivational interviewing principles. At 1-month follow-up, participants in the voice-based computer-delivered intervention condition reported significant decreases in quantity, frequency, and problems associated with drinking, and increased perceived importance of changing drinking behaviors. In comparison to the text-based computer-delivered intervention condition, those assigned to voice-based computer-delivered intervention reported significantly fewer alcohol-related problems at the 1-month follow-up (incident rate ratio 0.60, 95% CI 0.44-0.83, P=.002). The conditions did not differ significantly on perceived importance of changing drinking or on measures of drinking quantity and frequency of heavy drinking. Conclusions Results indicate that it is feasible to construct a series of open-ended questions and a bank of responses and follow-up prompts that can be used in a future fully automated voice-based computer-delivered intervention that may mirror more closely human-delivered motivational interventions to reduce drinking. Such efforts will require using advanced speech recognition capabilities and machine-learning approaches to train a program to mirror the decisions made by human controllers in the voice-based computer-delivered intervention used in this study. In addition, future studies should examine enhancements that can increase the perceived warmth and empathy of voice-based computer-delivered intervention, possibly through greater personalization, improvements in the speech generation software, and embodying the computer-delivered intervention in a physical form.
Fetching items is an important problem for a social robot. It requires a robot to interpret a person's language and gesture and use these noisy observations to infer what item to deliver. If the robot could ask questions, it would help the robot be faster and more accurate in its task. Existing approaches either do not ask questions, or rely on fixed question-asking policies. To address this problem, we propose a model that makes assumptions about cooperation between agents to perform richer signal extraction from observations. This work defines a mathematical framework for an item-fetching domain that allows a robot to increase the speed and accuracy of its ability to interpret a person's requests by reasoning about its own uncertainty as well as processing implicit information (implicatures). We formalize the item-delivery domain as a Partially Observable Markov Decision Process (POMDP), and approximately solve this POMDP in real time. Our model improves speed and accuracy of fetching tasks by asking relevant clarifying questions only when necessary. To measure our model's improvements, we conducted a real world user study with 16 participants. Our method achieved greater accuracy and a faster interaction time compared to state-of-the-art baselines. Our model is 2.17 seconds faster (25% faster) than a state-of-the-art baseline, while being 2.1% more accurate.
People often learn from others' demonstrations, and classic inverse reinforcement learning (IRL) algorithms have brought us closer to realizing this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a novel Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching a task versus simply performing a task. In two experiments, we show that human participants systematically modify their teaching behavior consistent with the predictions of our model. Further, we show that even standard IRL algorithms benefit when learning from behaviors that are intentionally pedagogical. We conclude by discussing IRL algorithms that can take advantage of intentional pedagogy.
Existing machine-learning work has shown that algorithms can benefit from curriculum learning, a strategy where the target behavior of the learner is changed over time. However, most existing work focuses on developing automatic methods to iteratively select training examples with increasing difficulty tailored to the current ability of the learner, neglecting how non-expert humans may design curricula. In this work we introduce a curriculumdesign problem in the context of reinforcement learning and conduct a user study to explicitly explore how non-expert humans go about assembling curricula. We present results from 80 participants on Amazon Mechanical Turk that show 1) humans can successfully design curricula that gradually introduce more complex concepts to the agent within each curriculum, and even across different curricula, and 2) users choose to add task complexity in different ways and follow salient principles when selecting tasks into the curriculum. This work serves as an important first step towards better integration of non-expert humans into the reinforcement learning process and the development of new machine learning algorithms to accommodate human teaching strategies.
We examined the behavior of reinforcement-learning algorithms in a set of two-player stochastic games played on a grid. These games were selected because they include both cooperative and competitive elements, highlighting the importance of adaptive collaboration between the players. We found that pairs of learners were surprisingly good at discovering stable mutually beneficial behavior when such behaviors existed. However, the performance of learners was significantly impacted by their other-regarding preferences. We found similar patterns of results in games involving human–human and human–agent pairs. The field of reinforcement learning (Sutton and Barto 1998) is concerned with agents that improve their behavior in sequential environments through interaction. One of the best known and most versatile reinforcement-learning (RL) algorithms is Q-learning (Watkins and Dayan 1992), which is known to converge to optimal decisions in environments that can be characterized as Markov decision processes. Q-learning is best suited for single-agent environments; nevertheless, it has been applied in multi-agent environments (Sandholm and Crites 1995; Gomes and Kowalczyk 2009; Wunder, Littman, and Babes 2010), including nonzero-sum stochastic games, with varying degrees of success. Nash-Q (Hu and Wellman 2003) is an attempt to adapt Q-learning to the general-sum setting, but its update rule is inefficient and it lacks meaningful convergence guarantees (Bowling 2000; Littman 2001). Correlated-Q (Greenwald and Hall 2003) is an improvement over Nash-Q in that, in exchange for access to a correlating device, its update rule is computationally efficient. However, there exist environments in which correlated-Q also does not converge (Zinkevich, Greenwald, and Littman 2005). Minimax-Q (Littman 1994a) converges to provably optimal decisions, but only in zero-sum Markov games. Likewise, Friend-Q and FoeQ (Littman 2001) provably converge, but only to optimal decisions in purely cooperative and purely competitive games, respectively. One significant shortcoming of the aforementioned multiagent learning algorithms is that they define their updates in Copyright c © 2015, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. a way that makes assumptions about their opponents without actually factoring in their opponents’ observed behavior. In a sense, they are too stubborn. In contrast, single-agent learning algorithms like Q-learning are too flexible—they simply adapt to their opponents without consideration of how their behavior will impact the opponent. What is lacking in these existing algorithms is the ability to negotiate a mutually beneficial outcome (Gal et al. 2004). Algorithms have been designed that seek a best response against a fixed player and a mutually beneficial response against like players (Conitzer and Sandholm 2007; Bowling and Veloso 2002). Others attempt to “lead” a learning opponent to beneficial behavior (Littman and Stone 2001). In this work, we return to the investigation of the behavior of single-agent Q-learning in multi-agent environments. Ultimately, a major goal for developing machine agents that act intelligently in multi-agent scenarios is to apply them to real-world problems. Humans are already agents that machine agents interact with in some current multiagent environments (such as the stock market and online advertising auctions). Successfully expanding the scope of applications where multi-agent learning can be applied in the real world necessitates studying how these agents interact with human agents. A machine agent that interacts optimally against other machine agents, but not against human agents, is not likely to be effective in environments that include human agents. Further, one major goal of developing machine agents is for them to solve tasks in collaboration with human agents. Given the controversial nature of rationality assumptions for human agents (Kahneman, Slovic, and Tversky 1982), a machine agent that plans its collaboration by assuming the human agent will act rationally (optimally) is unlikely to be successful in collaborating with the human agent. Thus, in this paper, we investigate how human agents interact with each other, and how humans interact with fair and selfish reinforcement-learning agents. Our work is inspired by results in behavioral game theory (Camerer 2003), where researchers have explored multiagent decision-making in cases where each agent is maximizing a utility that combines their own objective utility and, to some lesser extent, other-regarding preferences that penalize inequity between agents. Our approach goes beyond earlier attempts to nudge agents toward more cooperative behavior (Babes, Munoz de Cote, and Littman 2008) and instead provides a general framework that considers both objective and subjective rewards (Singh et al. 2010) in the form of other-regarding preferences. We investigate the behavior of this approach in machine-machine and machinehuman interactions. Our main contribution is an exploration of how incorporating others’ preferences into the agents’ world views in multi-agent decision making improves individual performance during the learning phase, leads to desirable, robust policies that are both defensive and fair, and improves joint-results when interacting with humans, without sacrificing individual performance. Experimental Testbed Our experimental testbed included several two-agent grid games. These games are designed to vary the level of coordination required, while at the same time allowing agents to defend against uncooperative partners. A grid game is a game played by two agents on a grid, in which each agent has a goal. See, for example, Figure 1, which is a 3×5 grid in which the two agents’ initial positions are one another’s goals: Orange begins in position (1,2), Blue’s goal; and Blue begins in position (5,2), Orange’s goal. We refer to grid positions using x-y coordinates, with (1, 1) as the bottom left position. One grid-game match proceeds in rounds, and each round consists of multiple turns. On each turn, the agents choose one of five actions (north, south, east, west, or wait), which are then executed simultaneously. In the most basic setup, agents transition deterministically, and there is no tiebreaking when two agents collide.1 Instead, if their chosen actions would result in a collision with one another, neither agent moves. A round ends when either (or both) players move into their goal, or when a maximum number of turns has been taken. As mentioned above, our grid games are specifically designed to prevent the agents from reaching their goals without coordinating their behavior. Consequently, one approach is for an agent to cooperate blindly with its opponent by simply moving out of the opponent’s way, and hoping the opponent then waits for the agent to catch up. However, such strategies can be exploited by uncooperative ones that proceed directly to the goal as soon as their path is unobstructed. To distinguish “unsafe” from “safe” cooperation, we devised a new categorization for strategies in our grid games. Specifically, we call strategies that allow for cooperation, while at the same time maintain a defensive position in the event that the other agent is uncooperative, cooperative defensive strategies. More formally, an agent’s strategy is cooperative (C) if it is one that allows both it and its opponent to reach their goals, while an agent’s strategy is defensive (D) if its opponent does not have a counter-strategy that allows it to reach its goal strictly first. A cooperative defensive (CD) strategy is both cooperative and defensive. We now proceed to describe a sample set of grid games, and equilibria comprised of CD strategies (when they exist), to illustrate the kinds of interactions we studied. Our first It is a simple matter to vary these rules within our infrastructure, as future experimental design might dictate. Figure 1: Hallway Figure 2: Intersection